Hey Simplychaos

update on one of the rotation calculations this week which may help your
tweening problems - i assume your tweening the rotation using the
rotationX/rotationY/rotationZ properties?

if you update your svn trunk you should get the update. Would be interested
to know if it works!

cheers

Rob

On Wed, Jan 28, 2009 at 10:48 PM, simplychaos <[email protected]> wrote:

>
> Ok, so the Object3D does in fact return the same values, some other
> problem, probably with me code but not sure what. Ahhhhhhhh!
>
> On Jan 28, 2:13 pm, simplychaos <[email protected]> wrote:
> > Adding the Object3D to the scene appears to have no effect, neither
> > does using a Mesh instead. So I guess the core question is this:
> >
> > Should any two Away3D objects, when placed at the same x,y, and z
> > coordinate and told to lookAt() an object's position have the same
> > rotationX,rotationY, and rotationZ values? Assuming the pivot point is
> > the same as well? I should mention that the planes in question are
> > arranged in a circle around scene point 0,0,0. I suspect this is a
> > bug, because why else would it not work? I have not messed with the
> > yUp setting either.
> >
> > On Jan 28, 2:01 pm, simplychaos <[email protected]> wrote:
> >
> > > Thanks, but It's not that it goes around the long way, it just arrives
> > > at a completely incorrect rotation. Skewed way off to the side and at
> > > an angle. I've accounting for it going around the long way when I
> > > animate back to it's original position, because I've got that working
> > > already. So I think the problem is obtaining the actual coordinates to
> > > rotate to.
> >
> > > I take back what I said about the getting the rotation angle with a
> > > dummy Object3D working correctly without the tween. The root of the
> > > problem is that setting an Object3D that is not added to the scene
> > > (maybe it would work if added to the scene?) to the coordinates of the
> > > plane, then telling it to lookAt the camera and setting rotation of
> > > the actual plane gradually toward those values does not work. So
> > > somehow even though it's in the same locating and told to lookAt the
> > > same position, it arrives at a different rotation than the plane
> > > itself? I even checked pivotPoint or whatever and both plane and dummy
> > > object are set to 0,0,0. I will try adding the Object3D to the scene
> > > and see if it makes any difference.
> >
> > > On Jan 28, 1:50 pm, Peter Kapelyan <[email protected]> wrote:
> >
> > > > I had to do somethign similiar a week ago and I couldn't tween that
> > > > number...and I had the exact effects you had that one of them would
> go
> > > > around the long way.....
> >
> > > > The only thing I could get workign was something like this function,
> that
> > > > I've used alot:
> >
> > > > function properRotation(target_rotation,my_rotation,smooth) {
> > > >                var rot =target_rotation-my_rotation;
> > > >                while (rot<0) {
> > > >                        rot += 360;
> > > >                }
> > > >                while (rot>180) {
> > > >                        rot -= 360;
> > > >                }
> > > >                my_rotation += rot/smooth;
> > > >       return my_rotation;
> >
> > > > }
> >
> > > > Hope it helps or someone has a better work around.
> >
> > > > -Pete
> >
> > > > On Wed, Jan 28, 2009 at 4:44 PM, simplychaos <[email protected]>
> wrote:
> >
> > > > > Ok this question is a little complicated, but hopefully someone can
> > > > > make some sense of it. I have 5 planes arranged in a circle, all
> > > > > facing outward from the center point they are based around. The
> idea
> > > > > is to let the user rotate around them, which works fine. I have it
> set
> > > > > up so you can click on a given plane and it will rotate around to
> it.
> > > > > So the problem comes when I want the selected plane to smoothly
> rotate
> > > > > toward the camera as the camera is rotating around toward the
> plane. I
> > > > > have created a "dummy" Object3D, set it's x,y,z to the same as the
> > > > > plane, and told it to lookAt(camera.position), then I adjust pitch
> so
> > > > > it is facing correctly (which I tested with the actual plane
> before).
> > > > > So I should have calculated the exact rotation that I want to tween
> to
> > > > > for that frame, right? I use TweenMax to tween to that frame, and
> for
> > > > > 1 out of the 5 planes it works perfectly. Camera is set to lookAt
> > > > > plane, and plane is tweening to lookAt camera, and they match up
> > > > > perfectly every time. The other four all tween toward different
> weird
> > > > > angles though... If I get rid of the tween and just set the plane
> to
> > > > > lookAt camera, getting the rotation the same way with Object3D, it
> > > > > works fine, but obviously just snaps to look at the camera
> instantly.
> > > > > So I don't think there is any problem with my code, since it's
> > > > > obviously getting the correct rotation variables. Any suggestions?
> >
> > > > --
> > > > ___________________
> >
> > > > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > > > HTTP://AWAY3D.COM
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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